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Published by Dragoonmk3, 2023-08-02 22:12:55

Rifts - World Book 33 - Northern Gun 1

Rifts - World Book 33 - Northern Gun 1

200 Payload: 20 shots per standard E-Clip at the low setting, 11 shots at the higher setting. 36 and 15 shots with a long E-Clip. Cost: 24,000 credits. NG-I8 Light Ion Scattergun (new) The “pistol” scattergun is actually more of a submachine-gun style weapon, fitting right in with Northern Gun’s other large pistol designs. It has five barrels that each project their own discharge of ion energy. For indiscriminately clearing rooms and firing into crowds of attackers, the NG-I8 is powerful and easily managed. Weight: 5 lbs (2.25 kg). Range: 100 feet (30.5 m). Mega-Damage: 1D6 M.D. to everyone within a 4 foot (1.2 m) radius of the intended target and not behind cover. Rate of Fire: Each shot counts as one melee attack. Payload: 10 shots per standard E-Clip, 18 shots with a long EClip. Penalty: The awkward and heavy nose/barrel sections imposes a -2 to strike penalty even on aimed shots. Cost: 25,000 credits. NG-I13 Medium Ion Scattergun (new) The NG-I13 is a more robust, shotgun version of the Ion Scattergun concept. It has greater range and power, but works just like the lighter pistol variant. It has two E-Clips to power it. One near the trigger and another in the right side of the weapon. Weight: 9 lbs (4 kg). Range: 200 feet (61 m). Mega-Damage: 2D6 M.D. to everyone within a 4 foot (1.2 m) radius of the intended target and not behind cover. Rate of Fire: Each shot counts as one melee attack. Payload: 10 shots per two standard E-Clips, 18 shots with two long E-Clips. Penalty: The awkward and heavy nose/barrel sections imposes a -1 to strike penalty even on aimed shots and even with a forward grip. Cost: 35,000 credits. Northern Gun Ion Scatter Series Drawing on NG’s experience with ion weapons, the Ion Scatter Series uses multiple small, highly-efficient ion dischargers to spread its firepower across a horizontal plane. Unlike a conventional shotgun, which fires a circular pattern of pellets, the Ion Scatter weapons’ horizontal fire patterns increase the odds of hitting targets at a specific height or orientation. Ion Scatter weapons are highly effective in trenches, enclosed buildings and streets and alleys. As their energy is more widely dispersed than traditional ion weapons, they have an extremely limited range. Note: Reduce range and damage by half underwater. The Ion Scatterguns come from the drawing boards of Juan Baez, Steven Brewinton, Sean Reed and Andrew Gillespie. NG-I26 Ion Scatter Rifle (new) The full-sized Ion Scatter Rifle is a true battlefield weapon and throws a wider spread of ion charges. The Scatter Rifle is well at home clearing out trenches, shooting into formations and providing suppressive fire against enemies who attack in waves like the Xiticix. Weight: 24 lbs (10.8 kg). Range: 400 feet (122 m). Mega-Damage: 2D6+3 M.D. to everyone within a 6 foot (1.8 m) radius of the intended target and not behind cover. Rate of Fire: Each shot counts as one melee attack.


201 Payload: 9 shots per two standard E-Clips, 16 shots with two long E-Clips. Penalty: The awkward and heavy nose/barrel sections imposes a -2 to strike penalty even on aimed shots. Cost: 45,000 credits. NG-P5 Light Particle Beam Rifle (new) The NG-P5 is a more manageable, modern weapon based off the older NG-P7 heavy particle beam rifle and the NG-45LP pistol. It was developed by team leaders Benjamin Mason, Charles Huighe and Jacob Healy. It still provides substantial firepower in a single shot function, but is lighter and has better ammunition capacity. NG-PB713 Particle Beam Pistol (new) Particle beam weaponry is something of an exclusive area of technology for Northern Gun. The company had given up on particle beam weapons because of stability concerns and high energy consumption issues. Over the last few years, however, NG has gone back to the drawing board to produce a handful of new P-beam weapons. The design leaders, Neal Johnson, Damon Armstrong, Seth Lamble and Joseph MacIsaac and their team, have managed to put a particle beam in a weapon small enough to be considered a pistol. Shrinking the P-beam tech down to the size of a pistol was a tremendous challenge, but it is NG’s hottest selling new handgun. Weight: 6 lbs (2.7 kg). Range: 300 feet (91.5 m). Mega-Damage: 5D6 M.D. per blast and a Critical Strike does 50% more damage on the roll of a Natural 19 or 20. Vampires, Werebeasts and mummies are impervious. Rate of Fire: Single shot only. Each shot counts as a melee attack. Payload: 10 shots from a standard short E-Clip, 16 with a long E-Clip. Cost: 40,000 credits (double to triple outside of Northern Gun, even at NG stores away from Upper Michigan). Poor availability due to overwhelming demand for this small, very lethal weapon. Weight: 14 lbs (6.3 kg). Range: 1,200 feet (365 m). Mega-Damage: 5D6 M.D., a Critical Strike does 50% more damage on the roll of a Natural 19 or 20. Vampires, Werebeasts and mummies are impervious. Rate of Fire: Single shot only. Each shot counts as a melee attack. Payload: 10 shots from a standard short E-Clip, 16 with a long E-Clip. Cost: 28,000 credits.


202 NG-P7 Particle Beam Rifle Northern Gun’s reputation for heavy, practically unbreakable weapons was built on guns like the P7 designed by K.H.S. While the original Block I version weighed in at a sturdy twenty-one pounds (9.45 kg), the newest Block III particle beam rifles have almost cut that weight in half, much to the relief of anyone that has to carry one out on patrol. Weight: Block I: 21 lbs (9.45 kg). Block II: 17 lbs (7.6 kg). Block III: 12 lbs (5.4 kg). Range: 1,200 feet (365 m). Mega-Damage: 1D4x10 M.D. per blast, a Critical Strike does 50% more damage on the roll of a Natural 19 or 20. Vampires, Werebeasts and mummies are impervious. Rate of Fire: Each shot counts as one melee attack. Payload: 8 shots from a standard E-Clip or 12 with a long E-Clip. Cost: 22,000 credits. NG-P9 Heavy Particle Beam Rifle (new) Rate of Fire: Single shot only. Each shot counts as a melee attack. Payload: 6 shots from a standard E-Clip or 9 shots with a long E-Clip. Bonus: Laser targeting standard; +1 to strike on aimed shots. Cost: 45,000 credits. Double to triple outside of Northern Gun, even at NG stores away from Upper Michigan. Poor availability due to high demand for this lethal weapon. The P-9 particle beam rifle is the big brother of Northern Gun’s P-5 and P-7 particle beam rifles. While a good weapon, the P-9 is generally outshone by similar weapons made by the Coalition States, Naruni Enterprises, Triax and Northern Gun. Weight: 12 lbs (5.4 kg). Range: 1,600 feet (488 m). Mega-Damage: 1D4x10 M.D. per blast, a Critical Strike does 50% more damage on the roll of a Natural 19 or 20. Vampires, Werebeasts and mummies are impervious.


203 NG-P85 Personal Particle Beam Cannon (new) This heavy weapon has a slightly longer range than rifles, and packs a bit of a bigger punch. Taking a page from the Glitter Boy play book, this big gun is a shoulder-mounted and firing particle beam cannon designed for Combat Cyborgs and power armor to provide them anti-armor firepower, if only for a moment. The PBC drains E-Clips quickly, and is most often sold along with a support weapon-sized power pack (30 blasts per power pack). Weight: 61 lbs (27.5 kg). Range: 1,800 feet (549 m). Mega-Damage: 1D4x10+4 M.D. per blast, a Critical Strike does 50% more damage on the roll of a Natural 19 or 20. Vampires, Werebeasts and mummies are impervious. Rate of Fire: Each shot counts as one melee attack. Payload: 4 shots per short E-Clip, 7 for a long E-Clip. 30 blasts with an NG power pack. Penalties: -1 to dodge and reduce the running speed by 10% and the flying speed of power armor or cyborgs with jet packs by 20% whenever this large, shoulder mounted weapon system is attached. Requires the W.P. Heavy Weapons skills for bonuses to strike. All penalties are cumulative. Connecting the weapon directly into to the Combat Cyborg or power armor’s own nuclear energy supply reduces its running/ flying speed by an additional 10% and apply the following penalties: -1 to dodge, -1 attack per melee round, due to weight, awkwardness of movement, and slow response from other built-in systems. Moreover, the weapon mounted on the shoulder makes the ‘Borg or power armor top heavy on one side, making movement clumsy and less fluid. Cost: 75,000 credits and includes the apparatus for attaching it to the back and shoulders. Hangs over one shoulder or the other. Not suitable for all power armors or cyborgs, and only one can be attached at a time. NG-E4 Plasma Ejector The brutal damage and short range of plasma weapons suits the philosophy of Northern Gun well. The E4, conceived by team leaders Frank Loose and Nathan Jacobus, is a man-portable rifle perfect for toasting anything that gets in its sights. The fact that its internal mechanisms bear a suspicious resemblance to the Coalition’s old C-27 Plasma Cannon is a fact NG would rather not draw attention to. Weight: Block I: 20 lbs (9 kg). Block II: 16 lbs (7.2 kg). Range: 1,600 feet (488 m). Mega-Damage: 6D6 M.D. Rate of Fire: Each shot counts as one melee attack. Payload: 10 shots standard E-Clip or 20 shots for a long E-Clip. Cost: 30,000 credits.


204 NG-E12 Heavy Plasma Ejector An enlarged version of the E4 Plasma Ejector, devised by Nathaniel Baker and Ben Bingham, the E12 is intended for emplacements and vehicles. There is also a rifle version that is being included with more and more Northern Gun power armor and robot packages and is popular with cyborgs, but is simply too heavy and bulky for unaugmented humans. Weight: 30 lbs (12.5 kg) using an E-Clip, 50 lbs (22.5 kg) with a power pack. Range: 2,000 feet (610 m). Mega-Damage: 1D6x10 M.D. Rate of Fire: Each shot counts as one melee attack. Payload: 6 shots standard clip, 12 shots long E-Clip, or 42 shots with Power Pack (pack weighs 20 lbs/9 kg and regenerates 4 blasts per hour; costs 80,000 credits). Cost: 80,000 credits. Cost: 62,000 credits for the weapon. The Power Pack costs 30,000 credits and can be recharged at a cost of 10,000 credits up to 20 times before needing to be replaced. Rail Guns & Non-Energy Weapons NG-E15 Pulse Plasma Ejector Arguably a product of Northern Gun’s engineers getting carried away with themselves, the Pulse Plasma Ejector is the finest creation of the science team the Trade Council tasked with developing plasma weapons. Led by team leaders Paul Herbert and Mel Primus, the E15 was devised with augmented humans and powerful D-Bees in mind. Though it is impractically heavy for normal humans, it gives Combat Cyborgs, Crazies, power armor troopers, Juicers and the like, a chance against the bigger and more dangerous monsters and military adversaries out there. Including the Power Pack necessary for anyone who wants to fire the weapon consistently in burst mode, a soldier with an E15 is toting approximately 70 lbs (31.5 kg) of firepower, too much for normal infantry with any additional gear, but not a problem for augmented troops and strong D-Bees. Weight: 50 lbs (22.5 kg) plus an additional 20 lbs (9 kg) for the Power Pack which can be carried in a hip-pack or backpack. Range: 1,600 feet (488 m). Mega-Damage: 5D6 per single shot or 2D4x10 per triple pulse burst. Rate of Fire: Each single blast or triple pulse counts as one melee attack. Payload: The Power Pack provides enough power for 48 single shots or 16 triple pulse blasts. A long E-Clip has enough power for 12 single shots or 4 pulse shots and a standard E-Clip has enough for 6 single shots or two pulse blasts. Penalty to Strike: -2 for anyone, even those with Supernatural, Robot or Bionic P.S. or a human P.S. of 25 or greater. -7 to strike for characters with less strength. -1 to strike even when mounted on a tripod or vehicle. NG-T9 Dart Tranquilizer Pistol (new) A tranquilizer pistol can be used for subduing ordinary animals for capture and treatment, as well as to knockout people (mainly humans), without hurting them. The weapon is most popular among naturalists, explorers and scientists exploring the wild, as well as spies, thieves, smugglers, and those who engage in industrial espionage. Using a tranq gun enables them to subdue guards and personnel without using lethal force. Moreover, such criminals and espionage operatives usually use snatch and grab tactics and avoid being seen or fighting with guards. This means getting in fast and quietly – hopefully unseen – grabbing what they came for, and getting out even faster (and hopefully unseen). Weight: 3 pounds (1.35 kg). Range: 90 feet (27.4 m). Damage: Tranquilizer darts render susceptible victims unconscious for 1D4+1 melee rounds and leaves them groggy for a while after. The drug takes effect within five seconds. Saving Throw: Humans: 16 or higher to save vs non-lethal poison. D-Bees: 12 or high to save from the same drug, and when it does work, the duration and penalties are half on nonhumans. Note: Has NO effect on supernatural beings, not even lesser beings like sub-demons, nor does it work on creatures of magic and Mega-Damage D-Bees (the dart bounces right off their M.D.C. hide). Obviously the dart cannot penetrate even S.D.C. armor. Failure to save temporarily renders the victim unconscious as described under Duration.


205 Those who save vs non-lethal poison suffer grogginess for one melee round (15 seconds) before returning to full awareness and capabilities. Penalties for Grogginess: Reduce all combat bonuses and Spd by half, no initiative and no Perception Roll bonuses whatsoever, -1 one melee attack, and -15% on skill performance. Duration: Knocked out for 1D4+1 melee rounds. Groggy for 1D6+2 additional melee rounds after waking up. However, if the NG-T12 Tranquilizer Rifle (new) This is a rifle designed to fire a tranquilizer dart. Its effective range is much less than a normal rifle and the weapon must be hand-loaded after every two shots (counts as two melee actions to reload on dart, four to reload two darts). Victims must save vs toxin or be knocked unconscious as described under the description for the pistol. Weight: 6 pounds (2.70 kg). Range: 800 feet (244 m). Damage: Same as the pistol, above. Saving Throw: Same as the pistol, above. Penalties for Grogginess: Same as the pistol, above. Duration: Same as the pistol, above. Rate of Fire: Single shot. Payload: Two darts. Penalty to Strike: -1 even with W.P. Rifle. Cost: 14,500 credits for the rifle. Darts are 900 credits each. Very poor availability for the gun and darts outside Ishpeming. NG-MC1 Mega-Crossbow A Mega-Damage throwback to the Middle Ages, the NGMC1 is a high-powered crossbow made for silent kills, fighting vampires, and launching ‘alternative projectiles.’ With its powerful firing mechanisms a P.S. of at least 26 is required to cock the weapon, (Supernatural/Robot P.S. of 17 or Bionic/Augmented P.S. of 20) but normal users can fire it without difficulty. A winch lets anyone without bulging biceps reset the firing mechanism, but even the newer, improved design requires 1D4 melee attacks/ actions to reload. Standard crossbow bolts are available, as well as bolts with armor-piercing M.D. cores. The crossbow can fire wooden or silver ammo, and NG also sells flare, smoke, tracker bug and explosivetipped bolts. Conceived and developed by the design team under Colin McBride and Jason Martin. Weight: 10 lbs (4.5 kg) for the crossbow; Mega-Damage bolts weigh eight ounces (0.22 kg) to 1.5 lbs (0.7 kg) each. M.D.C. of the Crossbow: 8 M.D.C. Range: 1,200 feet (366 m). This weapon can fire as far as 1,500 feet (457 m), but accuracy beyond 1,200 feet (366 m) drops (-3 to strike). Mega-Damage: Ordinary S.D.C. bolts, including wooden bolts for fighting vampires, inflict 2D6+2 S.D.C. and may shatter on impact, especially when directed at M.D.C. targets (no damage). S.D.C. wooden stake 3D6+1 S.D.C. (double damage to vampires), but range is only 600 feet (183 m). Crossbow bolts made of M.D.C. material (about three times thicker than normal arrows) inflict 1D6 M.D. each. High-tech speciality bolts with explosive heads do 2D6 M.D. or 3D6 M.D., and plasma arrowheads inflict 3D6 M.D. (double damage to beings vulnerable to fire/heat). Smoke grenade arrows do no damage, but fill a 40 foot/12.2 m diameter area with smoke. Flares are intended for signaling or illuminating an area, but inflict 3D6 S.D.C. damage when used as a weapon (-1 to strike). Tracker bug bolts attach to the target with either a barbed point or magnets, and can be followed using a receiver handset that indicates direction with a 20 mile (32 km) range (2D6 S.D.C. as a weapon). Rate of Fire: Special. It takes one melee attack/action to cock the weapon by individuals with a Supernatural, Robotic or Bionic P.S., or a human P.S. of 26 or higher. Those of lesser P.S. need a special pulley system to cock the weapon, and it uses up 1D4 melee attacks of the character. Also see W.P. Archery. Skilled archers get an extra attack and can fire rapidly. Payload: Up to six bolts can clip onto the crossbow itself. Quivers and carrying cases typically hold 12, 24 or 32 crossbow bolts. Bonus to Strike: +1 to strike on an aimed shot when a telescopic sight is attached to the crossbow. Cost: 15,000 credits for the bow. S.D.C. bolts cost 5-8 credits each. Basic M.D.C. bolts cost 100 credits each and modern, specialty explosive arrows cost 400 (2D6 M.D.), 800 (3D6 M.D.), and 120 credits for flare/tracer and smoke bolts. Tracker bug bolts cost 1,000 credits each, receiver handsets are 2,000 credits. victim is attacked or fears for his life, the adrenaline rush reduces the duration by half. Rate of Fire: Single shot. Payload: One dart. Penalty to Strike: -1 to strike even with W.P. Pistol or Revolver. Cost: 6,500 credits for the pistol. Darts are 800 credits each. Very poor availability for the gun and darts outside Ishpeming.


206 NG-B10 Bangstick Bangsticks are extremely simple devices whipped up by two weapon engineers by the name of James Kenagy and Victor Peterson. Bangsticks are basically a short, simple, Mega-Damage rod with an M.D. shotgun shell at the end of a metal tube, they are designed so that the shotgun shell goes off at the point of impact, exploding against the target when it is jabbed with the rod. The normal rod version started out as a survival tool and simple weapon used by farmers, merchants and NG City Rats. However, it quickly became popular among City Rats everywhere, as well as gangbangers, brawlers and petty criminals as concealed weapons. The typical Bangstick is 2-3 feet (0.6-0.9 m) long, and is easy to hide in a backpack, sack, briefcase, under a coat, cape or cloak, up a sleeve, down a pant leg, in a bundle, and so on. Some are even disguised as walking sticks or a cane. When the weapon has been fired, it can still be used as a bludgeon just like a metal pipe. After the first explosive strike, the Bangstick must be reloaded, by hand, to fire an M.D. shotgun round, but since the “stick” is made of M.D.C. material (Mega-Damage ceramic, plastic or scrap metal), it can be used to parry M.D. melee weapons such as Vibro-Blades and magic swords. For reasons nobody is quite certain about, Bangsticks and Bangstick Hammers and Staves have become incredibly popular amongst Juicers, Crazies, Headhunters/partial cyborgs, gamblers and assassins. It may be the simplicity and visceral thrill of using such a simple device to slay an opponent that makes the stick attractive to these individuals. Or perhaps they enjoy the martial skill required to use them to their maximum potential. Weight: 4 pounds (1.8 kg). Range: Close combat/impact. Mega-Damage: Functions as a blunt S.D.C. weapon with normal P.S.: 2D6 S.D.C. +P.S. bonus (if any). Blunt M.D. Weapon: 1D4 M.D. +P.S. M.D. punch damage if the user has a P.S. capable of inflicting M.D. Shotgun Blasts: 2D4 M.D. impact damage for Mega-Damage explosive shells, 4D6 S.D.C. for buckshot, and 5D6 S.D.C. for solid slug. This is in addition to his usual P.S. punch damage. Note: Each successful shotgun blast causes full M.D. shotgun damage to the target. The round is fired from the end of the Bangstick, so to shoot, it must be “jabbed,” pointed end first, into the intended target. Payload: A single shotgun shell (any type, S.D.C. or M.D.). Must be loaded by hand. Cost: 800-1,200 credits for the standard Bangsticks, double for ornate walking sticks, canes or scepters. Also see Bangstick Hammers and Staves. Four standard M.D. shotgun shells come with each Bangstick sold by NG. M.D. shotgun shells costs 1,200 credits for a box of twenty or 100 credits each when buying smaller numbers. NG-B20 Bangstick Hammer Bangstick Hammers work on a similar principle as the simple Bangstick. It was designed by NG weapons engineers Jacob Postlewaite and Joseph Olewnicki to function as an old-fashion war hammer with a modern bang. The handle is 2-4 feet (0.9-1.2 m) long so it can be used by horsemen, hovercyle pilots, flying power armor units, and those with a jet pack. The weapon ends in an M.D.C. hammer head to bludgeon an opponent. Some have a spike or claw on the other end of the head for combat and utilitarian purposes. A claw end, for example, can be used to pry open doors and windows, assist in climbing or hook an opponent’s wrist, weapon or ankle. Depending on the size of the hammer’s head, two or three M.D. shotgun rounds are contained in the flat portion of the head, which all go off simultaneously on impact. The weapon is most popular amongst Juicers, Crazies, Brodkil, other intelligent monsters and horsemen and flyers, but some adventurers are starting to take a look at Bangsticks and Bangstick Hammers and Staves. Weight: 8 pounds (3.6 kg). Range: Close combat/impact. Mega-Damage: Functions as a blunt S.D.C. weapon with normal P.S.: 2D6 S.D.C. +P.S. bonus (if any). Blunt M.D. Weapon: 1D6 M.D. +P.S. M.D. punch damage if the user has a P.S. capable of inflicting M.D. Two-round Hammer: 4D4 M.D. impact damage for MegaDamage explosive shells. 1D4x10 S.D.C. for buckshot, 1D6x10 S.D.C. for solid slug. Three-round Hammer: 4D6 M.D. impact damage for MegaDamage explosive shells. 1D6x10 S.D.C. for buckshot, 2D4x10 S.D.C. for solid slug. Payload: 2-3 shotgun shells (any type, S.D.C. or M.D.). 1,500- 2,000 credits for the 2-shot Bangstick Hammers. Cost: 1,500-2,000 credits for the 2-shot Bangstick Hammers. 2,500-3,000 credits for the 3-shot Bangstick Hammer. Double the cost if the weapon is ornate or has a single-shot firing apparatus in the base of the handle. Eight standard M.D. shotgun shells come with each NG Bangstick Hammer. M.D. shotgun shells cost 1,500 credits for a box of twenty. Must be loaded by hand. NG-B30 Bangstick Staff Fundamentally, a long Bangstick, 5-8 feet (1.5 to 2.4 m) long, that has a firing apparatus in both ends of the staff. This weapon was whipped up by weapon designers James Plowman and Kevin Dyval. Jab with one and fire a shot, twirl the staff around or back-thrust jab to fire the other. Weight: 6.5 pounds (2.9 kg).


207 Range: Close combat/impact. Mega-Damage: Functions as a blunt S.D.C. weapon with normal P.S.: 2D6 S.D.C. +P.S. bonus (if any). Blunt M.D. Weapon: 1D6 M.D. +P.S. M.D. punch damage if the user has a P.S. capable of inflicting M.D. 2D4 M.D. impact damage for Mega-Damage explosive shells. 4D6 S.D.C. for buckshot, 5D6 S.D.C. for solid slug. short range of 20 feet (6.1 m). Even against the undead, the bang portion of the stick may be loaded with BigBore shells, since one of the shells can throw a vampire off its feet and allow the Vampire Hunter or a teammate time to rush in and stake the monster while it is knocked to the ground. BigBore rounds also allow the Big Bangstick to be used against other M.D.C. threats that may not have a particular weakness to wood or silver. Weight: 11 lbs (5 kg); the weapon is 3-4 foot (0.9 to 1.2 m) long. Range: Melee Combat or 20 feet (6 m) for manual firing of shotgun feature. Mega-Damage: Varies with ammo/weapon feature: BigBore Shotgun Shells: 2D4 M.D. per single shell/bullet. See the BigBore Shotgun Shells in Rifts® Black Market for the knockdown effects of the BigBore shotgun shells. Silver Rounds: Solid does 5D6 S.D.C.; double damage to vampires and werebeasts. Scatter shot fired at range does 2D6 S.D.C. to everything in a two foot (1.2 m) blast radius; double damage to vampires and werebeasts. Wood Rounds: Solid, wood bullet does 2D6+2 S.D.C.; double damage to vampires. Scattershot of wood shards does 1D4 S.D.C. Payload: Two total. A single shotgun shell (any type, S.D.C. or M.D.) at each end of the staff. Must be loaded by hand; counts as two melee actions per each shell. Cost: 1,500-3,000 credits for the standard Bangstick Staff; double for ornate staves. Also see other Bangsticks. Four standard M.D. shotgun shells comes with each NG Bangstick Staf. M.D. shotgun shells cost 1,200 credits for a box of twenty or 100 credits each when buying in smaller numbers. NG-B40 Big Bangstick BigBore Anti-Vampire Weapon The “Big Bang Stick” is designed along the same lines as the other bangsticks with a few twists, and conceived by Jacob Healy, Luis Martinez and C. Bellaire. First, it is a 3-4 foot (0.9 to 1.2 m) long metal rod that is thicker and heavier than most Bangsticks. The metal may be silver-coated and used as a bludgeon against vampires and Werebeasts for an extra cost of 10,000 credits. Second, at the handle end there is a grip and a concealed, extendible/retractable, silver-coated knife blade (six inches/15 cm long). Third, at the opposite end of the handle, the Big Bangstick looks more like a double-barrel shotgun. Indeed, it holds six, Black Market, BigBore shotgun shells. Each time a target is jabbed hard with the point of the double barrel of the cylinder, a BigBore shotgun shell goes off. In the alternative, BigBore shells may be replaced with conventional S.D.C. shells, or wooden or silver shells designed for fighting vampires. This is one of the few NG products that incorporates the ammo of a competitor. In an emergency, the cylinder of the Big Bangstick can be fired manually, with the press of a trigger button, but has a very


208 to everything in a three foot (0.9 m) blast radius; double damage to vampires. Silver-Coated Handle Blade: 1D6 S.D.C. damage; double to vampires and other beings vulnerable to silver. Silver-Coated “Stick”/Barrel Used as a Bludgeon: 2D4 S.D.C. damage as a bludgeon; double to vampires or other beings vulnerable to silver. Rate of Fire: Each “bang strike” or shot counts as one melee attack. Penalties: -2 to strike as a ranged weapon. Payload: Six shells; shotgun or BigBore. Cost: 6,000-8,000 credits for the weapon. 120 credits per shell or 16,000 credits for a gross (box of 144 shells); 2-5 credits each for wooden, solid shot or scattershot S.D.C. rounds, 100-200 credits each for a silver coated solid shot, 400-600 for a solid silver slug or scattershot. Wood Rounds: Solid, wood bullet does 2D6+2 S.D.C.; double damage to vampires. Scattershot of wood shards does 1D4 S.D.C. to everything in a three foot (0.9 m) blast radius; double damage to vampires and werebeasts. Rate of Fire: 1D4. Roll 1D4 to determine how many go off with each hit. In the alternative, roll percentile dice: 01-25% One. 26- 50% Two. 51-75% Three. 76-00% All four at the same time on the same target. Payload: 8 total. Four shells per each side of the hammer. Must be reloaded by hand. Loading a single shell counts as two melee actions. Cost: 17,000 credits for the weapon (includes silver-plating). 120 credits per shell or 16,000 credits for a gross (box of 144 shells). NG-B50 ‘Thunderer’ BigBore Combat Hammer The NG team of Stephen Schneider, Chad Trantham and C. Bellaire have created the “Thunderer” combat hammer. A big, hefty weapon said to be ‘fit for the gods!’ The hammer is a massive two-handed affair that looks like it should be wielded by Thor himself. The head of the hammer has two facings, each being silver-coated, of course, for dealing with vampires and demons. Each facing is divided into nine sections like a tic-tac-toe board, with the center five squares being the Silver-plated Spike and the other four openings being the BigBore shotgun shell housings. When the Vibro-Spike impacts a target with killing force, 1D4 of the BigBore shells are also triggered, blasting the target at pointblank range. Once the target is killed or knocked off its feet, the wielder of the Thunderer usually follows up with another blow or backs away to get some breathing room. Note: The combat hammer has no ranged combat options, but conventional S.D.C. shotgun shells or special wood or silver shells may be substituted. Weight: 14 lbs (6.3 kg). Range: Melee Combat only. Mega-Damage: Functions as a blunt S.D.C. weapon with normal P.S.: 2D6 S.D.C. +P.S. damage bonus (if any); double damage to vampires. Blunt M.D. Weapon: 1D6 M.D. +P.S. M.D. punch damage if the user has a P.S. capable of inflicting M.D. BigBore Shotgun Shells: 2D4 M.D. per single shell/bullet. See the BigBore Shotgun Shells in Rifts® Black Market for the knockdown effects of the BigBore shotgun shells. Silver Rounds: Solid does 5D6 S.D.C.; double damage to vampires and werebeasts. Scattershot fired at range does 2D6 S.D.C. to everything in a two foot (0.6 m) blast radius; double damage to vampires and werebeasts. NG-11S Sawed-Off A serious shotgun, designed by Martin Schultz and Steven A. Hauser, to compete with similar weapons from Bandito Arms, this .60 caliber smoothbore fires normal shotgun shells, explosive versions, ramjets and even Bandito’s signature BigBore ammo. Its two barrels can be fired at the same time or separately (requires one melee action to reload) and the shotgun is surprisingly light and easy to handle for a Northern Gun weapon, without sacrificing durability. Weight: 4 lbs (1.8 kg). Range: Shotgun shells or slugs: 200 feet (61 m). Explosive Shells: 300 feet (91.5 m) and APRJ shells: 500 feet (152 m). Mega-Damage: Varies with ammo type. Shotgun Shell: 4D6 S.D.C. or 8D6 S.D.C. for a double blast at the same target (counts as one melee attack). Solid Slugs: 5D6 S.D.C. or 1D6x10 S.D.C. for a double blast at the same target (counts as one melee attack). Explosive Shell (Fragmentary): 2D6 M.D. to a 10 foot (3 m) diameter, or 3D6 M.D. to a 20 foot (6.1 m) diameter for a double blast (counts as one melee attack). Explosive Shell (Plasma): 3D6 M.D. to a 6 foot (1.8 m) diameter area, or 5D6 M.D. to a 12 foot (3.6 m) diameter area for a double blast (counts as one melee attack). APRJ (Armor-Piercing, Ramjet) Rounds: 3D6 M.D. per shot, or 6D6 M.D. for a double blast at the same target (counts as one melee attack). Rate of Fire: Each single or double shot counts as one attack. Payload: Two shots. Reloading the gun takes three melee actions. Cost: 6,000 credits. Explosive Shells cost 150 credits apiece; APRJ rounds cost 200 credits each at most places; poor availability and rising prices.


209 NG-R50 Mini-Rail Gun Unlike most rail guns, the R50 is light and compact, firing large caliber single shells rather than bursts of small projectiles. The technology behind it led to the new 505 rail cannon and Research & Development is strongly considering a range of semiautomatic, large bore rail guns. The NG designers behind this NG-101 Rail Gun An older weapon that has been mainly pushed aside by newer models, the 101 was scheduled to end its production run three years ago when a dramatic redesign saved it at the last moment. The new Block III variant has retained the best features of the original, but combines them in a much lighter overall package. Weight: Block I & II Gun: 128 lbs (57.6 kg). Block III: 90 lbs (40.5 kg). Power Pack for Block I & II: 80 lbs (36 kg), Block III: 52 lbs (23.4 kg). One Ammo-Belt: 25 lbs (11 kg). Case of six belts: 160 lbs (72 kg). Range: 4,000 feet (1,219 m). weapon systems were Brian Lindholm, Sean Jenkins and M. Sumimoto. Weight: 25 lbs (11.3 kg). Range: 1,500 feet (457.2 m). Mega-Damage: 4D6 M.D. Rate of Fire: Each shot counts as one melee action. Weight Penalty: A P.S. of less than 20 imposes a penalty of -3 to strike on the shooter. Payload: 14 round capacity from a short ammo clip powered by a standard E-Clip or 24 rounds from a banana ammo clip powered by a long E-Clip. A small, portable Power Pack can be used as an alternative to provide enough energy to fire 192 rounds, but weighs 20 lbs (9 kg) and costs 30,000 credits all by itself. Cost: 30,000 credits for the mini-rail gun, two credits per ammo round and extra for E-Clips (standard short E-Clip costs 6,000 credits, a long E-Clip costs 11,000 credits and typical E-Clip recharge costs 1,500 and 2,000 respectively). Mega-Damage: A burst is 30 rounds and inflicts 6D6 M.D., one round does 1D4 M.D. Rate of Fire: Each single shot or burst counts as one melee attack. Payload: As a machine-gun: 300 round belt. Cost: 70,000 credits for the gun and power pack. Used NG-101s sell for 35,000-40,000 and have fair availability throughout North America. Block IIIs have good availability at Ishpeming, but poor in most other places. NG-202 Rail Gun An old favorite and hot seller for many decades, the NG-202 is arguably the most common rail gun in North America, and shows up mounted on vehicles and fortifications all over the continent. It is a high-powered weapon suitable for a wide range of combat missions for Combat Robots, power armor troops and powerful D-Bees. (Brodkil love the weapon too, whenever they can lay their hands on them.) Now available as the R212 robot-sized rifle version that fires extended bursts. Weight: Gun: 198 lbs (89 kg), Power Pack: 100 lbs (45 kg), One Ammo-Belt: 35 lbs (16 kg), Case of six belts: 210 lbs (94.5 kg).


210 Range: 4,000 feet (1,219 m). Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D. One round does 1D4 M.D. Rate of Fire: Each single shot or burst counts as one melee attack. Payload: 320 round belt (8 bursts). New is a 2,400 round drum (60 bursts) that weighs 175 lbs (79 kg) for those strong enough to manage such weight, such as heavy power armor suits and monNG-303 Infantry Mini-Rail Gun Borrowing a few ideas from Triax and Bandito Arms products studied by NG’s R&D division, team leaders Matthew Wontroba, Donald Dalton and Michael Ivie, the NG-303 is a rail gun light enough for infantry soldiers. It still requires a strong arm and a steady hand to keep it under control, but the gun’s only real drawback is the rate that it burns through ammo. Weight: 27 lbs (12.2 kg), which includes the weight of a full ammunition drum. Range: 2,000 feet (610 m). Mega-Damage: 1D4 M.D. for a single round, a burst is 10 rounds and inflicts 4D6 M.D. Rate of Fire: Each ten round burst counts as one melee attack. Weight Penalty: If the operator’s P.S. is less than 21, he suffers a penalty of -2 to strike. Payload: Ammo drum holds 200 rounds or 20 bursts. The NG303 uses a long E-Clip, which provides enough power to fire 40 rounds. Backpack mounted ammo-drum, typically used by cyborgs and others with bionic or better P.S., holds 600 rounds and can fire 60 bursts. Cost: 68,000 credits for the gun, standard drum magazine costs an additional 1,000 credits, the backpack 2,800 credits. NG-404 Heavy Rail Gun The NG-404 is a rail gun that fires larger-than-average ammunition. Shooting in controlled bursts, it deals out massive damage from its three rotating barrels and has incredible range and stopping power. The 404 is popular as a mounted weapon on tanks, APCs and robots, and is used as a larger alternative to the NG202 on gun emplacements and guard towers throughout Ishpeming, particularly at anti-aircraft sites. Weight: 460 lbs (207 kg). Range: 5,000 feet (1,524 m). Mega-Damage: 1D6 M.D. for a single round, or a burst of 20 rounds that inflicts 1D6x10 M.D. Rate of Fire: Each burst counts as one melee attack. Weight Penalty: Even if they can carry the weapon, shooters with a Robotic/Supernatural P.S. of less than 30 are -10 to strike. Payload: 600 rounds (30 bursts) in a disintegrating link belt, ammunition belts come pre-packaged in metal ammo cans. It takes two melee rounds (30 seconds) for a two-man team to reload. Energy is provided by a portable power generator which can fire 1,200 bursts before needing to be recharged, or can be linked to a vehicle’s nuclear power supply for unlimited firing capacity. An ammo drum (it has 35 M.D.C.) contains 2,400 rounds (120 bursts) can be fitted on some of the largest vehicles but is extremely uncommon. Cost: 120,000 credits for the gun, 600 round ammo canisters cost an additional 2,000 credits each, a 2,400 round drum costs 8,000. sters like the Brodkil. Cyborg or strong D-Bees crazy enough to strap on the big ammo drum see their Spd reduced 30% and they are -3 to dodge and roll with impact. Cost: 70,000 credits for the gun and power pack; good availability. Used NG-202s sell for 50,000-65,000 and have good to excellent availability throughout North America.


211 NG-505 Heavy Rail Cannon (new) The 505 is an intimidating rail cannon that fires a single, large, aerodynamic shell. It is designed as a primary weapon for mounting on tanks, combat vehicles and as a light naval cannon, but can be switched out as a replacement for the main weapon system or large secondary weapon on certain large combat robots like the Hunter Mobile Gun and Gunbot. There is even a “ship-hunter” variant of the Beachmaster robot that mounts the weapon. Weight: 612 lbs (275 kg). Range: 4,000 feet (1,219 m). Mega-Damage: 1D6x10+3 M.D. to a three foot (0.9 m) radius. Rate of Fire: Each shot counts as one melee attack. Payload: The secondary feeding drum built into the rail gun is permanently attached and serves as the only ammo source when using the 505 as a mounted cannon or a hand-held weapon for a combat robot or large monster. The built-in feeding drum holds 30 rounds. Full-size, 90 round drums are also available for use with the weapon system. Cost: 175,000 credits for the gun alone. The ammo drum (30 M.D.C.) itself costs 2,000 credits each. 1,200 credits per each shell. NG sells a servo-rig for 15,000 credits that can mount and fire the 505 with a turret but does not protect the gunner. There is also the rifle version available that requires a Robotic P.S. of 35 or greater (or supernatural P.S. of 25) to use and comes with a single 90-round drum and ammo system. The last variant is the towed artillery field gun, a 505 cannon mounted on a light M.D. carriage (65 M.D.C.) that includes four spiked “feet” that are pounded in the ground to anchor the gun for firing. It takes about four melee rounds to get the weapon anchored; firing without properly securing the gun imparts a -4 penalty to strike. NG-1001 Robot Rail Rifle A big, bad weapon famous for its use in the Robodome gladiator games, the 1001 is basically an oversized assault rifle that weighs as much as two grown men. Giant robots and NG power armor can use the Rail Rifle as an additional hand-held weapon or as a replacement for a primary weapon system, and its independent power supply means giant D-Bees, demons and Golems can also wield the NG-1001. The ammo drum can be hooked to the back of most humanoid robots and has a belt feed to the weapon itself (the drum as shown in the weapon illustration is its energy canister). Weight: 350 lbs (157.5 kg) for the gun, 330 lbs (148.5 kg) for the ammo drum. Range: 4,000 feet (1,219 m). Mega-Damage: A burst is 20 rounds and fires explosive rounds to inflict 1D6x10 M.D. or conventional rail gun rounds to inflict 4D6 M.D. per 20 round burst. Rate of Fire: Each burst counts as one melee attack. Payload: 920 rounds or 46 bursts per ammo drum. Cost: 95,000 credits for the rail gun, 4,000 credits per ammodrum with explosive rounds (exclusive to this weapon) or 2,000 credits for conventional rail gun rounds. A robot or power armor suit can be equipped with energy ports in the right or left forearm or shoulder at a cost of 30,000 credits, or the back for 25,000 credits, hooking the NG-1001 to the robot’s nuclear power plant.


212 NG-R1002 Robot Rail Gun/Assault Rifle The classic NG 202 has been enlarged and re-imagined by H.E. Werkheiser and Scott Leopold as a handheld weapon for giant combat robots. It looks very much like the original with a few minor tweaks like no trigger guard. Even as a larger weapon, in the hand of most giant robots, it more resembles an assault rifle. Range is unchanged, but big robots can carry a bigger ammo drum, giving the R1002 a larger payload. Weight: Gun: 265 lbs (119 kg), Power Pack: 100 lbs (45 kg), 2,400 round ammo drum: 175 lbs (79 kg) or 4,800 round ammo drum: 350 lbs (157.5 kg), or 6,000 round drum: 500 lbs (225 kg). Range: 4,000 feet (1,219 m). Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D. One round does 1D4 M.D. The NG Super variant fires 60 round bursts that inflict 1D6x10 M.D. Rate of Fire: Each single shot or burst counts as one melee attack. Payload: 2,400 round drum (60 bursts) or 4,800 round ammo drum (120 bursts), or 6,000 round drum (150 bursts) that weighs 500 lbs (225 kg). Cost: 100,000 credits for the gun and power pack (may be tied directly into the robot’s power supply). Ammo canisters each cost an additional 8,000 credits, 14,000 credits and 18,000 credits, respective to size. Fair availability at NG outlets throughout North America; poor elsewhere. between friend or foe, but it excels at keeping stretches of wilderness clear of intruders, defending no-man’s zones and strategic positions to ambush enemies. ARGs can be found watching over the most remote stretches of the western border with the Wisconsin Wild Land. They are most effective, however, in tunnels and corridors where an enemy cannot use stealth or the terrain to circle around behind the gun. Weight: 285 lbs (128.2 kg). Range: 4,000 feet (1,219 m). Mega-Damage: 6D6 M.D. per 30 round burst. Computer Targeting System: The computerized sensor suite and targeting module has a detection range of one mile (1.6 km) with an equivalent Read Sensory Equipment skill of 74%. Its targeting computer provides the equivalent of +3 to strike on a burst and has three attacks per melee round. Payload: An ammunition drum that holds 1,200 rounds (40 bursts) is standard and provides full mobility. However, the Argonaut can be hooked to an ammo-block with 4,800 rounds (160 bursts) but the auto-gun is fixed to that position like a pit bull chained to a fence post. It can maneuver and change its direction, but can’t go more than six feet (1.8 m) from the ammo block without disconnecting itself from it. In any case, once this ammo is exhausted the system is rendered harmless, although it can be manually reloaded (operators and loaders carry a sensor that tells the gun that they are “friends”)or the unit can be programmed to return to base, a mobile command center or checkpoint for more ammo or collection. Power System: Solid Oxide or electric battery. Notable Features: In addition to the computer, sensors and combat capabilities already noted, the rail gun can turn 180 degrees on its robot legs and point up and down in a 30 degree arc of fire without having to use its legs to reposition. The legs can squat and position to provide a greater arc of fire, up to a 45 degree angle. Maximum Running Speed: 20 mph (32 km) and can navigate rugged terrain, crawl over and under debris, and manage inclines up to a 50 degree angle. M.D.C. by Location: Control Pad (1) – 6 (attackers are -9 to strike it) Legs (6) – 15 each (attackers are -4 to strike) Rail Gun (main body) – 100 Cost: 225,000 credits Solid Oxide, 185,000 electric battery. 5,000 credits per ammo drum (1,200 rounds) and 18,000 credits per ammo-block (the casing has 50 M.D.C. and holds 4,800 rounds). NG-101-ARG Automated Rail Gun David A. Lang, Curtis Fielder and Sara McLaughian were the lead designers of this nasty weapon drone. Northern Gun’s ARG ‘Argonaut’ is an NG-101 rail gun equipped with legs and a computerized brain that allows it to operate on its own. Customers who expect something on par with a Coalition Skelebot will be left very disappointed, but the ARG is much more capable than a standard sentry gun. It is able to relocate itself to a better position, retreat if overwhelmed or pursue an enemy attempting to retreat. Smart as it may be, the gun is still somewhat indiscriminate, shooting at any target that enters its field of vision. It is not suited for use at security checkpoints where it will have to distinguish


213 Other Weapons and Ammo Manufactured by Northern Gun NG Specialty Rail Gun Ammunition Standard Ammunition: Northern Gun sells a variety of rail gun rounds to fit the various calibers found in North America. Cost: 2-3 credit per standard round on average (plus cost of belt or ammo drum). Bulks order will often receive a discount cost of 10% for orders over 10,000 rounds. Monster Tracker Rounds: For years, Northern Gun consumers have complained of the supernatural menace that got away only to reappear minutes or hours later fully healed. The common tactic these creatures employ involve hit and run tactics and fleeing before slain to allow their superhuman regenerative powers to heal them to a significant level (if not completely), so they may attack again and again, whittling down their opposition through attrition alone. This has made fighting them very difficult and deadly. Physical tracking devices were often not strong enough to survive a battle or would be ejected from the creature’s body as it healed. These creatures always had a means of escaping and coming back fully healed. Many of these monsters foolishly fight to the last minute before making their escape and if they could be quickly tracked down, they could be re-engaged before they were able to heal. Northern Gun has tried for years to come up with different solutions but to no avail until someone in their sports and recreation department suggested using paintballs. It was an off the cuff remark that got the R&D techs under team leaders Alexander Heck and Ryan Wiebens thinking in a different direction. A specially made rail gun round with a radioactive isotope could be used as a tracking device. Also, the isotope has a very short halflife once activated, and within 48 hours it is inert, and not harmful to the environment. The liquid radioactive isotope also appears as a clear liquid like water but glows brightly in the infrared spectrum and will drip to leave a trail that can often be followed, at least for a short distance. In order to be effective, 10% of the standard ammunition needs to be replaces with the tracker rounds. Tracking Bonus: They will provide a +10% to the tracking skill, but there is a -10% on damage inflicted. Reduce rail gun damage accordingly, rounding down. Cost: 4 credits a round. Armor Piercing Rounds: Just like the mini-missile, these rail gun rounds have a special chemical coating allowing for easier penetration. Damage is not increased but they do provide a Critical Strike on a Natural 19 or 20. Cost: 10 credits per round. Shredders: The newest specialty rounds developed by Matthew Daye and James Koski were released earlier in the year (109 P.A.). They are called Shredder rounds. So named because upon impact, they balloon out like a flower petal, creating a larger bullet with serrated edges. Most targets appear to be shredded after receiving multiple bursts. Damage is increased as follows. +2 M.D. for each burst of 20 rounds, so a 40 round burst would be +4, a 60 round burst +6 M.D., and so on. Due to weight and design, the effective range is reduced by 20% when 2shredder rounds are used. Cost: 8 credits per round. NG Explosives NG Hand Grenades Northern Gun produces its own line of grenades. They are cheaper, but slightly less powerful than the Coalition equivalents. The company also makes CS equivalent hand grenades and sells them for the usual price (see page 260 of Rifts® Ultimate Edition). Fragmentation: 2D4 M.D. to a 20 foot (6.1 m) area. High Explosive: 3D4 M.D. to a 6 foot (1.8 m) area. Plasma: 4D6 M.D. to a 12 foot (3.6 m) area. Smoke: No damage, but creates a smoke screen that covers a 40 foot (12 m) area. Range: Average Throwing Distance: About 120 feet/36 meters. Cost: 160 credits for fragmentation, 120 credits for high explosive, 275 credits for plasma, and 50 credits for smoke. Plastique & Other Plastic Explosives Plastique is a wax or clay-like explosive that can be shaped like putty into a patty, block, rope or blob. It will not detonate if it is dropped, shaken, shot, blasted, or set on fire. It is detonated by an electric charge usually contained in a blasting cap. However, it can be detonated by lightning or Electrokinesis. The explosion is usually contained mainly to the area where the plastique was placed, causing little shrapnel and putting the full force of the explosion on one concentrated area. Plastique is used for safe-cracking, sabotage and other precision explosions to blow out locks, open safes, cut girders, set off other explosives, etc. Plastique comes in both S.D.C. and M.D. varieties. Commercial Plastique: S.D.C. damage: 1D4 per ounce (28 grams) or 1D6x10 per pound (0.45 kg); cost: 5 credits an ounce. C4 (military HE) Plastique: S.D.C. damage: 1D6 per ounce or 2D4x10+20 per pound (0.45 kg); cost: 8 credits an ounce. S.D.C. Dynamite: 5D6 S.D.C. per stick; cost: 10 credits each. M.D. Dynamite: 2D4 M.D.C. per stick; blast radius of 10 feet (3 m); cost: 130 credits per stick. Fair availability. A stick of dynamite is usually placed and detonated. It is not made for throwing. Maximum effective throwing range: 30-40 feet (9-12 m). NG 2 M.D. plastique: M.D. damage: One point per ounce or 1D6 M.D. per pound (0.45 kg); cost: 20 credits an ounce or 320 credits per pound. Fair availability. NG 4 M.D. plastique: M.D. damage: 1D4 points per ounce or 1D4x10 M.D. per pound (0.45 kg); cost: 40 credits an ounce or 640 credits per pound. Poor to fair availability. NG 6 M.D. plastique: M.D. damage per ounce: 1D6 points per ounce or 2D4x10+20 M.D. per pound (0.5 kg); cost: 60 credits an ounce or 960 credits per pound. Poor to fair availability. Blasting Cap: S.D.C.: 5 credits or M.D.C.: 40 credits.


214 Grenade Knives (new) Grenade knives are a simple and clever weapon that have become popular with Juicers, Crazies and others who tend to fight in close combat. They were conceived by the design team of Trent Slater, Nolen Keith and Jeff Woodman. Grenade knives are just what they sound like, knives with fragmentation grenades for handles. Once the target has been stabbed, the grenade is activated and detonates, all the while held closely against the intended victim by the blade itself. There are both normal and Vibro-Blade versions available, insuring the weapons can be used against supernatural creatures and armored targets. Note: W.P. Targeting is necessary to have any hope of hitting a target by throwing the weapon at a distance and is still -1 to strike. Unskilled users may be able to hit a target with a thrown weapon within 15 feet (4.6 m), but are -3 to strike. A new release for NG, it is yet to be seen how popular this unusual weapon may become. However, Grenade Knives have met with instant appeal amongst Crazies, Juicers, Headhunters, Raiders, saboteurs, espionage agents and gladiatorial combatants. Weight: One pound (0.45 kg). Range: Grenade knives are much heavier than normal throwing knives and have a limited range of about 30 feet (9 m). Mega-Damage: S.D.C. Blade: 1D6 S.D.C. on blade impact. Vibro-Blade: 1D6 M.D. on blade impact/impalement. The secondary explosion occurs one melee action (about 3 seconds) later and delivers 4D6 M.D. to the target in which the Grenade knife is imbedded and 1D6 M.D. to those within a 4 foot (1.2 m) blast radius. Only individuals on the same side of the target where the knife struck are affected; those on the opposite side are protected from the blast by the main target’s body/armor. Note that S.D.C. blades will bounce off Mega-Damage armor and the skin of most Mega-Damage creatures – bounces 2D4 feet (0.6 to 2.4 m) away and may inflict collateral damage to any person or object within the blast radius. But that’s true of all grenades and explosives, which is why they should always be used with extreme caution. Note: The blade of the grenade is destroyed in the explosion. Cost: S.D.C. Grenade Knife: 450 credits each. Vibro-Blade: 9,500 credits each. Add 500-1,200 credits for a silver-plated blade. NG-GL10 Grenade Launcher The GL10 is one of Northern Gun’s big successes, a versatile grenade launcher with a wide variety of ammo that rivals competing products from Wellington Industries. Appearing mounted on power armor and robots and in the hands of police and mercenaries, its popularity both with customers and with the company’s weapons techs has led to a lighter, more manageable Block II model. Weight: 25 lbs (11.3 kg), (19 lbs/8.6 kg for GL10 Block II). Clips add 1.5 lbs/0.7 kg, drums 6 lbs/2.7 kg and fully-loaded ammo packs weigh roughly 15 lbs/6.8 kg. Range: 1,000 feet (305 m). Mega-Damage: 3D6 M.D. to a 12 foot (3.7 m) radius for fragmentation grenades, 4D6 M.D. to a 3 foot (0.9 m) radius for high explosive/armor piercing grenades, 6D6 M.D. to a five foot (1.5 m) radius for plasma grenades, while a smoke grenade covers a 40 foot (12.2 m) radius in a dense cloud of smoke obscuring vision and creating cover, a tear gas grenade covers a 25 foot (7.6 m radius) and makes the eyes and nose of victims not protected by gas masks or environmental armor burn and tear, as well as gag and choke them (-10 to strike, parry, dodge, -3 on initiative and lose one melee attack as long at they are in the gas cloud and for 1D6+1 melee rounds after exiting it; protected individuals suffer no penalties), and stun or flash grenades unleash a bright flash, sparkles and white smoke that make victims -10 to strike, parry, and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds. Rate of Fire: Single shot only, each blast counting as one melee attack/action. Payload: A six grenade clip, or 24 round drum or a backpack ammo-pack that carries up to 60 rounds. Weight Penalty: Anyone with a Physical Strength under 20 is -2 to strike with the GL10. Cost: 50,000 credits; includes 24 grenades. 500 credits each for plasma grenades, 350 for high explosive/armor piercing grenades, 200 credits each for fragmentation grenades, 250 for tear gas, 200 for stun grenades and 50 credits for smoke.


215 NG Mini-Missiles Mini-Missile Price Summary: Armor Piercing: 2,400 credits each. Fragmentation: 1,200 credits each. High-Explosive: 1,200 credits each. Plasma/Napalm: 2,400 credits each. Smoke/Tear Gas: 800 credits each. NG-ML6 Mini-Missile Cannon Basically, a large, semi-automatic, smoothbore cannon, the ML6 uses compressed air to launch mini-missiles. Once they have reached a safe distance from the shooter, their rockets kick in, propelling them towards the target. While a bit heavy, the ML6 is reliable and accurate and almost foolproof for users who might not be familiar with the dangerous backblast most minimissile launchers generate. Mini-Missile Cannons are showing up in the hands of many power armor troopers and cyborgs, and mercenary companies and local militias use two-man fire teams equipped with ML6s to ambush robots, tanks and giant monsters from foxholes, rooftops and concealed firing positions. Weight: 16 lbs (7.2 kg) plus the weight of each mini-missile. Range: One mile (1.6 km). Mega-Damage: Varies with mini-missile type, the cannon can fire any standard mini-missile type but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10 M.D.). Rate of Fire: One at a time, with each mini-missile fired counting as one melee attack. Weight Penalty: Individuals with a P.S. attribute of 18 or less are -2 to strike unless the gun is operated by a two-man team. Optics and Laser Targeting: Passive nightvision (3,000 feet/914 m range), thermal imaging (1,200 feet/366 m range) and laser targeting (3,000 feet/914 m range; provides a bonus of +1 to strike). Payload: 6 mini-missiles packaged in a disposable box magazine. Reloading the magazine is a simple task that takes just two melee attacks/actions. Cost: 72,000 credits for the weapon, additional missiles are 2,000 credits for armor piercing and 3,000 for plasma. NG-ML7 Mini-Missile Launcher (new) The ML7 is a mini-missile launcher designed to compete with Wellington Industries’ extremely popular WI-23. The weapon’s missile clip provides more ammunition than standard one-shot launch tubes, and Northern Gun wanted to provide a similar capability for their customers. While NG does sell knock-offs of the WI-23 mini-missile launcher as the NG-ML46, its own shoulderfired mini-missile system has its own strengths and weaknesses. The greatest advantage to using the NG-ML7 is its ability to fire in salvoes. Normal mini-missile launchers intended for infantrymen have a single launch tube and must be fired one at a time. The ML7 has four tubes in a quad configuration, allowing for multiple missiles to be fired at once or for different types of missiles to be loaded and kept at the ready. The weapon’s drawback is its weight and bulk, but neither seem to be stopping customers from making purchases. Weight: A fully loaded launcher weighs 30 lbs (13.5 kg). Range: About one mile (1.6 km). Mega-Damage: Varies with missile type. Armor piercing (1D4x10 M.D.) or plasma (1D6x10 M.D.) are standard. Rate of Fire: One at a time or in volleys of two or four. Payload: 4 mini-missiles. Reloading all four missiles requires 8 melee actions/attacks. Cost: 34,000 credits.


216 NG Mines Northern Gun has offered a number of simple land mines for anti-vehicle and anti-personnel purposes for years. Strange as it may sound, few military groups, mercenary companies and kingdoms use mines, and nobody knows why, exactly. Some speculate that this is one weapon in which sentient beings have learned from the past, inflicts too much collateral damage upon innocent people. Others have speculated that the culture of Rifts Earth is such that combatants simply prefer more ‘in-your-face’ weapons and battles, and combat that requires skill. Whatever the reason, mines are uncommon and amongst Northern Gun’s worse selling product lines. Availability of all mines is poor even at NG outlets. Detecting Mines: Traveling on foot and looking for mines, the detect ambush or detect concealment skills at -10% can be used to spot land mines and booby-traps. Vehicles can be outfitted with a basic mine detector for 50,000 credits. This unit has a 40% chance of locating mines before they are struck and detonated, but will also indicate harmless metal fragments as well (fragments must be the size of a soccer ball or bigger). The basic system can be “fine-tuned” and enhanced + 10% for an additional 20,000 credits up, to a maximum of 90% efficiency, but those are rare (most are at 70%). A pilot can try Trap/Mine Detection skill rolls, but is -25% even if traveling at a crawl and -50% if traveling at over 30 mph (48 km). NG Anti-Personnel Mines These mines typically use fragmentary or incendiary charges designed to inflict damage to a large area, crippling troops with shrapnel or fire. Most are triggered by snapping a trip wire or responding to pressure/weight (100 lbs/45 kg or more). Sensor Special: High-tech mines that come with special sensors that will detect a human-sized creature 6 feet (1.8 m) away, or a robot, cyborg, giant, or light vehicle up to 12 feet (3.6 m) away and detonate. The sensor types cost twice as much. Mega-Damage: 4D6 M.D. to a 40 foot (12 m) area. Cost: 600 credits for the standard mine, 1,200 with sensor. NG Anti-Vehicle Mines Most have a rudimentary electronic sensor suite that can be programmed to detonate the explosives when a target of a predetermined size comes close enough to be detected. The larger the size, the greater the detectable range. The weapon can also be triggered by a radio signal sent at a distance, (ambushers can wait until the target is close enough, then detonate the explosive). Type One: NG Light Anti-Vehicle Mine: Detects a vehicle of under 5 tons at 3 feet (one meter) away, a vehicle weighing 5-10 tons from 10 feet (3 m) away, and vehicles over 10 tons at 20 feet (6 m). People on foot only trigger it if they actually step over the mine, or if a remote controller detonates it by radio. Treat heavy creatures and humanoids weighing over 400 lbs (180 kg) as light vehicles. Mega-Damage: Either high explosive (HE): 5D6 M.D. to a 20 foot (6.1 m) area, or plasma: 1D4x10 to a 30 foot (9.1 m) area. Cost: 1,000 credits for HE, 2,000 for plasma. Type Two: Medium Anti-Vehicle Mine: As above, but does more damage. Mega-Damage: HE explosion does 1D6x10 M.D. and the plasma inflicts 2D4 x 10 M.D. (area and detection range remain unchanged). Cost: 3,000 credits for HE, 4,000 for Plasma. Type Three: Heavy Anti-Vehicle Mine: As above, but even greater damage. Mega-Damage: HE explosion inflicts 2D6x10 M.D. and the plasma does 3D6x10 M.D.; both with a blast area of 70 feet (21 m). Cost: 6,000 credits for HE, 8,000 for Plasma. NG NM-3 Firefly Plasma Mine The Firefly anti-personnel plasma mine. When triggered, a grenade-like plasma charge ignites from the mine casing, propelling it to a height of 3 feet (1 m) before exploding and showering the area with super-heated plasma. The mine uses two activation mechanisms, a pressure detonator that is activated by a weight of 50 lbs (22.5 kg) or more, or a trip wire that triggers the device when pulled. Weight: 6 lbs (2.7 kg). Mega-Damage: A direct hit is 5D6 M.D. to everyone in a 6 foot (1.8 m) radius. Anyone within 40 feet (12.2 m) takes 1D6 M.D. Cost: 1,000 credits. NG NM-4 Claymore Based on the US Army M18A1 of antiquity, this is a modern claymore design that incorporates Mega-Damage explosives and very dense (i.e. M.D.C.) ball bearings similar to ammunition used for the NG-101 rail gun. The claymore is a directional blast mine that operates in a fashion similar to a shotgun shell. When the explosive charge detonates, it hurls nearly two hundred ball bearings in a 120 degree arc to a distance of 100 feet (30.5 m). This type of mine is normally command detonated, meaning that it is connected by “det cord” to a detonator held by a person who must trigger the mine manually. However, the claymore can be fitted with a sensor package capable of detecting motion and a human-sized target(s) or larger up to six feet (1.8 m) away and detonating. Weight: 3 lbs (1.4 kg). Mega-Damage: 4D6 M.D. to everything within six feet (1.8 m) of the initial blast and 1D4 to everything else within the blast radius. Blast Radius: Special. This mine creates a directional, cone shaped blast that is 100 feet (30.5 m) long in a 120 degree arc. Cost: 750 credits. Add 1,500 credits to the cost if fitted with a high-tech sensor. NG NM-9 Plasmore Mine Northern Gun also has developed a modern, high-tech version of the ancient US Army M18A1 claymore. Unlike the original, this version fires a stream of super-heated plasma in a directional blast, rather than hundreds of ball bearings. When the Plasmore detonates, it sends gobs of plasma in a 120 degree arc to a distance of 100 feet (30.5 m). This mine is highly effective, capable of disintegrating lightly armored troops and minor supernatural beings. The plasmore is usually command detonated, meaning that it is connected to a handheld detonator and is triggered manually. However, the plasmore can be fitted with a sensor capable


217 of detecting a human-sized target or larger up to 12 feet (3.6 m) away and detonating. Weight: 4 lbs (1.8 kg). Mega-Damage: 1D4x10 M.D. to those caught directly in its blast (within 12 feet/3.6 m) and 1D6 M.D. to everyone else in its blast radius. Blast Radius: Special. This mine creates a directional, coneshaped blast that is 100 feet (30.5 m) long in a 120 degree arc. Cost: 1,000 credits. Add 1,500 credits to the cost if fitted with a high-tech sensor. NG NM-12C “Smart” Scatter Mines The NM-12C Scatter Mine is a cluster-style scatter device used by Northern Gun itself, the Coalition States, and several other CS allies like Whykin and El Dorado. Each individual NM12C is a small device about the same size and shape as a hockey puck, with a micro-fusion charge and high-tech sensor. The sensor will detect a human-sized creature at a distance of 10 feet (3 m), or a cyborg, giant or robot up to 30 feet (9.1 m) away. What makes the NM-12C unique is that 20 individual mines are packaged in a single canister. The canister is designed to be delivered by aircraft, artillery or missile launcher. In the air, the canister breaks apart, scattering the twenty mines within a 100 x 100 foot (30.5 x 30.5 m) area, creating an instant mine field. According to rumor, NG has special transponders that are instantly recognized and ignored by the NM-12C mine’s high-tech sensor. This means that while these mines are lethal to all other forces, those with a transponder can walk right through a minefield of NM-12Cs without setting off a single one! Weight: 1 lb (0.45 kg) each. Mega-Damage: 3D6 M.D. per each of the 20 scatter mines to everything within a 5 foot (1.5 m) blast radius. Cost: 4,800 credits for a NM-12C canister containing 20 individual land mines. Note: Limited to the Coalition States and its authorized allies. Neither the NM-12C mines or the transponder (1,200 credits) are sold to the general public. However, they are sometimes “captured” and retooled by rogue Operators and the Black Market so they can be used by people other than the CS. When available (rare), a ready to go canister costs 12,000 to 24,000 credits; transponders, 2,000-6,000 credits each. NG NMBS-11 Bio-Sensor Mine The NMBS-11 is an anti-monster mine developed by NG for its CS allies. It is a simple, anti-personnel style explosive that produces a large blast with fragmentation. What makes the NMBS-11 unique is its high-tech bio-sensor triggering system – a sensor that recognizes the thermal signature, heart rate and other vital signs of humans (and most mortal humanoids) versus supernatural creatures, dragons, and monsters. The bio-sensor is programmed to ignore human and human-like signatures and will not detonate in their presence, however, if the system detects any large (man-sized and larger), inhuman creatures within range, it will automatically explode. Thanks to this safety feature, the NMBS-11 is harmless to human beings and many (not all) D-Bees, but at the same time is highly effective against monsters. The CS army first deployed these mines in the last two years of the Tolkeen War without fear of producing any friendly casualties. Around that same time, the NMBS-11 was also released widely in North America where it has been purchased by predominantly human communities like Whykin, El Dorado and Free Quebec, as well as mercs and other outfits. Weight: 3 lbs (1.4 kg). Mega-Damage: 1D4x10 M.D. at point-blank range (within 6 feet/1.8 m) and 2D6 M.D. to everything within a 15 foot (4.6 m) blast radius. Bio-Sensor: The sophisticated bio-monitoring sensor attached to the NMBS-11 is capable of detecting the vital signs of life forms within the mine’s blast radius. Moreover, the sensor is able to differentiate between the vital signatures of human beings and monstrous creatures, detonating only when non-humans are present (Gargoyles, Brodkil, demons, dragons, etc.). The mine will not explode if a human is within the blast radius! Can scan as many as 12 different signatures at once. Cost: 2,800 credits. Fair to poor availability in North America.


218 NG NMX-18 Stinger Anti-Flyer Mine The Northern Gun Stinger Mine is a high-tech, computerized munition similar to the Wellington SAWS, only designed to engage flying targets. Originally conceived as an automated weapon defense system to engage dragons, demons, gargoyles and similar low-flying supernatural creatures, the Stinger is also effective against low-altitude, slow moving aircraft and vehicles such as Wing Boards, soldiers with jet packs, helicopters, hovercycles, flying power armor, flying sorcerers and similar aerial opponents. Thus, the NMX-18 may be programmed to target any flyer or to recognize and attack specific targets, up to 3,200 of them. When the mine is placed, it may be programmed to engage a limited, specific number of targets (such as SAMAS power armor, Iron Eagle choppers, Juicer Icarus Flight System, Gargoyle, etc.) or a broad range (hundreds or thousands) and will ignore any others, or set to attack any and all flyers. When such a target passes within the system’s detection range (2 miles/3.2 km), the mine is triggered, it releases one or more Stingers and the enemy is engaged. The Stinger is a unique drone warhead equipped with a hover propulsion engine and targeting system. The drone has limited maneuvering and its maximum speed is only 300 mph (480 km), but that is sufficient to catch most slow moving targets as well as to intercept fast moving ones coming in its general direction (but at -2 to strike). Furthermore, most civilians, lowtech people, adventurers and even a third of all mercenaries, have never seen or heard of this mine and misidentify the incoming warheads as birds, insects or something unknown, causing them to hesitate too long before taking evasive action (-3 on initiative and -1 to dodge). Note: Sometimes called the “poor man’s mini-missile.” Weight of Launch Cube: 45 lbs (20.3 kg). Stingers are one pound (0.45 kg) each. Range: 3,600 feet (1,097 m). Mega-Damage: 5D6 M.D. direct damage from the plasma warhead plus 1D4 M.D. to everything in a 30 foot (9.1 m) blast radius. Blast Radius: 30 feet (9.1 m). Rate of Fire: One at a time or in volleys of 2 or 4. The launch cube has three attacks/launches (single Stinger or volley) per melee round. Computer Targeting System: The NMX-18 is equipped with a radar suite with a 2 mile/3.2 km range, an effective Read Sensory Equipment skill of 88%, and computer recognition package equal to the Wilk’s PC-2020 field identifier with an accuracy of 94%. All target data is uploaded to the drones prior to firing, making the drone system the equivalent of a smart missile with bonuses of +3 to strike, +1 to dodge incoming attacks and three attacks/ actions per melee round until it finds its target, hits and detonates on impact. Payload: 12 Stinger drone warheads. The launch unit can be physically picked up and relocated without disturbing the cube, however, trying to pry open any of the hatches or deliberately damaging the cube (it has 31 M.D.C.), will cause the cube to “retaliate,” typically by launching one or two of its drones at the cause of the disturbance. Reloading takes about 5 minutes. Note: The maximum speed of the drone is 300 mph (480 km), which means that it cannot effectively engage fast moving air targets; the system will not even fire at targets traveling faster than 300 mph (480 km) unless it has a chance of intercepting it should it come within 2,000 feet (610 m) of the launch cube. Cost: 140,000 credits for the launch cube, plus the cost of the individual Stingers, 2,500 credits each. Fair to poor availability in North America. Product Note In addition to its own product line, Northern Gun also manufactures successful equipment originally produced by small kingdoms unable to keep up with demand or even direct knock-offs of competitors’ products. Weapons like the L-20 pulse rifle, Vibro-Blades, environmental body armor like the Bushman, Plastic Man, Crusader and ATVs and vehicles like the Big Boss and Mountaineer, are all available in Northern Gun models, often for a slightly reduced price (10-15%). NG Vibro-Blades All Vibro-Blades are bladed weapons surrounded by an invisible, high-frequency energy field that gives them Mega-Damage capabilities. Vibro-Blades were originally designed by the CS, but have been “knocked off” by virtually every weapon manufacturer in the Americas, including the continent’s largest weapons manufacturer, Northern Gun. Vibro-Knives, Claws and Sabers are widely available throughout North America (and Germany via a trade deal between the CS and Triax). In the CS they are exclusively issued to police and military personnel. It is illegal for private citizens to own a Vibro-Blade or any Mega-Damage weapon without a special and rarely authorized license. In the rest of the world, Vibro-Blades are very common, thanks largely to Northern Gun and the Black Market. While designed to be a weapon, Vibro-Blades are also used as cutting and chopping tools by everyone from farmers and woodsmen, to adventurers and butchers of M.D.C. livestock. Note: The W.P. Knife skill and bonuses apply to Vibro-Blades and Vibro-Claws. All are handheld weapons which means range is limited to hand to hand/melee combat. Most Vibro-weapons do not throw well and are half the range listed under the W.P. Targeting skill unless a character has an Augmented/Bionic P.S. of 22 or greater. Vibro-Knife: Mega-Damage: 1D6 M.D. Cost: 7,000 credits.


219 Vibro-Bayonet. Mega-Damage: 1D6+1 M.D., designed for attachment to a variety of rifles, but rarely used by the CS. Cost: 7,500 credits. Vibro-Saber (short sword). Mega-Damage: 2D4 M.D. Cost: 9,000 credits. Vibro-Sword (large, one-handed sword). Mega-Damage: 2D6 M.D. Cost: 11,000 credits. Giant-Sized Vibro-Sword. Mega-Damage: 3D6 M.D.; usually used by oversized power armor suits or by giant robot vehicles. Rarely used by the CS. Cost: 18,000 credits. Vibro-Forearm Claws. Mega-Damage: 2D6 M.D.; usually three hooked blades attached to a forearm gauntlet or protective plate. Great for parrying (+1 bonus) and slashing. Cost: 11,000 credits. Note: Also see Grenade Knife (new). share the wonders of my overactive imagination. It has helped me become a better storyteller and a wiser, better person. Your love for the worlds and characters ‘we’ have shared with you has allowed my own imagination to find heights I never knew I could reach. It is a wonderful, symbiotic relationship that invites my imagination to unlock even more new realms of adventure, new worlds to explore, new characters to play. Best of all, I’m not alone. There is a growing legion of creators being spawned in the Palladium Megaverse and coming forth with their own stories to share. They are making their presence known within and outside the realm of games, and it is a wonder to behold. I still find it hard to believe that it is because of anything we have done at Palladium Books. Beautiful. Amazing. Humbling. The book you hold in your hand is only one more chapter in the unfolding saga that is Rifts®. It feels like Northern Gun One was a very long time in coming. We hope you find it was worth the wait. We hope you will see there is a lot of imagination and heart put into it along with several large doses of love. Love for the world in which it is set. Love for the work we did for it. And love for you, our supportive audience. Never doubt that you are appreciated and thought of in all the products we develop. You inspire and motivate us to push ourselves to bring you wonders that make you say, “wow.” As a special nod and thank you to the many of you who supported Palladium via the Northern Gun One crowdfunding, I have included as many of you as possible (nearly 250, at last count) as NG robot designers and other characters in Northern Gun. More names will appear in Northern Gun Two. I hope you enjoy becoming an official part of the Rifts® Megaverse®. Dare to dream and keep those imaginations burning bright. Game on. – Kevin Siembieda, Publisher, Writer & Creator of Rifts® Dare to Imagine From day one, my goal for Palladium Books® has never been to be the biggest game company, but to be the best. And by the best, I mean to unveil stories, characters and ideas that carry you away on the wings of imagination. I want to sweep you away to worlds you’ve never before imagined, take you on adventures you’ll never forget, and give you characters and stories that become fond memories that bring smiles for years to come. I want to unlock the imagination and show you that there are no limits, no boundaries, except those you impose upon yourself. I want to create products that compel you with art, words and ideas to create your own epic stories. Because once you learn how, there is no stopping you. There is no telling where your unconstrained imagination may carry you. And as with any muscle, the more you use your imagination, the stronger and more nimble it becomes. To me, this is the wonder and beauty of role-playing games done well. They are an unparalleled medium of imagination. More than that, they inspire others to follow their own dreams. I truly marvel and stand humbled by the incredible number of talented people who tell me it is because of the worlds, art and stories of Palladium Books that they, themselves, have gone on to become artists, writers, game designers, actors, directors, business owners and storytellers of every kind. Others tell of how it helped them find themselves in other ways, or to connect with people or make it through difficult times. What a gift we have been given. This very book is filled with the works of individuals who might not have discovered their love to create and tell stories with words and art if not for Palladium’s role-playing games. Palladium Books helped them find the doorway to their imagination and the inspiration to walk though it. Once they did, there was no turning back. They had to follow their dreams. I count myself among them. Palladium has given me the vehicle with which to


220 Experience Tables NG Loss Prevention Officer (LPO) 1 0,000 - 2,150 2 2,151 - 4,300 3 4,301 - 8,600 4 8,601 - 17,200 5 17,201 - 25,500 6 25,501 - 36,000 7 36,001 - 52,000 8 52,001 - 73,000 9 73,001 - 98,000 10 98,001 - 134,000 11 134,001 - 184,000 12 184,001 - 240,000 13 240,001 - 295,000 14 295,001 - 365,000 15 365,001 - 425,000 NG Robot Control O.C.C. 1 0,000 - 2,050 2 2,051 - 4,100 3 4,101 - 8,250 4 8,251 - 16,500 5 16,501 - 24,600 6 24,601 - 34,700 7 34,701 - 49,800 8 49,801 - 69,900 9 69,901 - 95,000 10 95,001 - 130,100 11 130,101 - 180,200 12 180,201 - 230,300 13 230,301 - 280,400 14 280,401 - 340,500 15 340,501 - 400,600 NG Sales Rep O.C.C. 1 0,000 - 1,875 2 1,876 - 3,750 3 3,751 - 7,250 4 7,251 - 14,100 5 14,101 - 21,200 6 21,201 - 31,200 7 31,201 - 41,200 8 41,201 - 51,200 9 51,201 - 71,200 10 71,201 - 101,500 11 101,501 - 136,500 12 136,501 - 186,500 13 186,501 - 236,500 14 236,501 - 286,500 15 286,501 - 326,500 Bush Pilot O.C.C. 1 0,000 - 1,970 2 1,971 - 3,940 3 3,941 - 7,880 4 7,881 - 14,880 5 14,881 - 21,880 6 21,881 - 31,880 7 31,881 - 41,220 8 41,221 - 54,440 9 54,441 - 74,660 10 74,661 - 104,880 11 104,881 - 139,220 12 139,221 - 189,440 13 189,441 - 239,660 14 239,661 - 290,880 15 290,881 - 340,000 NG Police Officer O.C.C. 1 0,000 - 1,925 2 1,926 - 3,850 3 3,851 - 7,450 4 7,451 - 15,000 5 15,001 - 21,500 6 21,501 - 31,500 7 31,501 - 41,500 8 41,501 - 54,000 9 54,001 - 75,000 10 75,001 - 105,000 11 105,001 - 140,000 12 140,001 - 190,000 13 190,001 - 240,000 14 240,001 - 300,000 15 300,001 - 350,000 Monster Responder O.C.C. 1 0,000 - 2,100 2 2,101 - 4,200 3 4,201 - 8,400 4 8,401 - 16,500 5 16,501 - 24,600 6 24,601 - 34,700 7 34,701 - 50,000 8 50,001 - 70,000 9 70,001 - 95,000 10 95,001 - 132,000 11 132,001 - 182,000 12 182,001 - 232,000 13 232,001 - 282,000 14 282,001 - 335,000 15 335,001 - 395,000


221 Quick Find Index Alternative Fuel Systems . . . . . . . . . . . . . . . . . . .101 Anti-Monster (see Gunwolf) . . . . . . . . . . . . . . . . .129 Anti-Monster HEX Grenades (see Grizzly) . . . . . . . . . 138 Anti-Monster Rail Gun Rounds . . . . . . . . . . . . . . . 132 Anti-Monster: Wolf’s Head Weapon Platform . . . . . . . .133 Anti-Monster: Wolf’s Howl . . . . . . . . . . . . . . . . . 133 Anti-Monster: Wooden Spike Thrower . . . . . . . . . . . 140 Bangsticks Start (new) . . . . . . . . . . . . . . . . . . . .206 Big Papa (see Mobile Medical Robot) . . . . . . . . . . . .147 Black Market Relations with NG . . . . . . . . . . . . . . . 25 Bounty Registry: Escanaba office . . . . . . . . . . . . . . . 49 Bounty Registry: Northern Gun . . . . . . . . . . . . . . . . 73 Building Size in NG . . . . . . . . . . . . . . . . . . . . . . 34 Chaff Launchers (see Grizzly) . . . . . . . . . . . . . . . .137 Chainsaw . . . . . . . . . . . . . . . . . . . . . . . . . . .150 Chainsaw Pincer . . . . . . . . . . . . . . . . . . . . . . . 170 City Rats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Combat Racer . . . . . . . . . . . . . . . . . . . . . 157 & 159 Combat Racer, illustration . . . . . . . . . . . . . . . . . .158 Crossbow, Mega . . . . . . . . . . . . . . . . . . . . . . .205 Erin Tarn . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Escanaba . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Escanaba Road . . . . . . . . . . . . . . . . . . . . . . . . 50 Escanaba Airshow . . . . . . . . . . . . . . . . . . . . . . . 48 Experience Tables . . . . . . . . . . . . . . . . . . . . . . 220 Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . 213 Flamethrower, Forearm . . . . . . . . . . . . . . . . . . . .139 Flamethrower, Heavy . . . . . . . . . . . . . . . . . . . . .105 Flamethrower, Light . . . . . . . . . . . . . . . . . . . . .117 Freighter Ships . . . . . . . . . . . . . . . . . . . . . . . . 90 Ghosts (see Plum Island Region) . . . . . . . . . . . . . . . 57 Grenade Cannon . . . . . . . . . . . . . . . . . . . . . . . 128 Grenade, HEX . . . . . . . . . . . . . . . . . . . . . . . . 138 Grenade Launcher, Beehive . . . . . . . . . . . . . . . . . 179 Hand Grenades . . . . . . . . . . . . . . . . . . . . . . . .213 Heatwave Emitter . . . . . . . . . . . . . . . . . . . . . . .189 HEX Grenades . . . . . . . . . . . . . . . . . . . . . . . .138 High-Impact Piston Arms . . . . . . . . . . . . . . . . . . 122 Holographic Decoys . . . . . . . . . . . . . . . . . . . . . 173 Hovertrains . . . . . . . . . . . . . . . . . . . . . . . . . . 93 IM Highway . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Ion Weapons Start . . . . . . . . . . . . . . . . . . . . . . 198 Ishpeming, City of . . . . . . . . . . . . . . . . . . . . . . 32 Ishpeming, Republic of . . . . . . . . . . . . . . . . . . . . 29 Junior (see Mini-Mobile Medical Robot) . . . . . . . . . . 152 Laser Weapons Start . . . . . . . . . . . . . . . . . . . . .191 LPO (see Loss Prevention Office) . . . . . . . . . . . . . . 20 LPO, O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Map: Upper Michigan/Northern Gun . . . . . . . . . . . . . 42 Map: Michigan & Surrounding Region . . . . . . . . . . . . 52 Medical Robots . . . . . . . . . . . . . . . . . . . . 147 & 152 Mega-Crossbow . . . . . . . . . . . . . . . . . . . . . . . 205 Menominee “Pirate’s Point” . . . . . . . . . . . . . . . . . 51 Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216 Nano-Robot Medical Systems . . . . . . . . . . . . . . . .151 NG, the City of . . . . . . . . . . . . . . . . . . . . . . . . 32 NG, List of Corporate Officers . . . . . . . . . . . . . . . . 34 NG Credits (see The NGMI Credit System) . . . . . . . . . 23 NG Giant Defensive Bunkers . . . . . . . . . . . . . . . . . 32 NG Headquarters, Ishpeming . . . . . . . . . . . . . . . . . 33 NG Mercenaries (see IMCN) . . . . . . . . . . . . . . . . . 62 NG O.C.C.s start . . . . . . . . . . . . . . . . . . . . . . . 76 NG Police . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 NG Policy on Corporate Espionage . . . . . . . . . . . . . . 16 NG Policy on D-Bees . . . . . . . . . . . . . . . . . . . . . 16 NG Policy on Magic . . . . . . . . . . . . . . . . . . . . . 15 NG Policy on Returned Merchandise . . . . . . . . . . . . . 24 NG Policy on Reverse-Engineering . . . . . . . . . . . . . . 18 NG Policy on Stealing Ideas . . . . . . . . . . . . . . . . . 17 NG Policy on Techno-Wizard Items . . . . . . . . . . . . . 15 NG Safe Zone . . . . . . . . . . . . . . . . . . . . . . . . . 32 NG Secure Storage Bunkers . . . . . . . . . . . . . . . . . 31 NG Security Zone . . . . . . . . . . . . . . . . . . . . . . . 32 O.C.C. Bush Pilot . . . . . . . . . . . . . . . . . . . . . . . 76 O.C.C. Loss Prevention Officer . . . . . . . . . . . . . . . . 78 O.C.C. Monster Responder . . . . . . . . . . . . . . . . . . 80 O.C.C. NG Police Officer . . . . . . . . . . . . . . . . . . . 82 O.C.C. NG Robot Control . . . . . . . . . . . . . . . . . . . 86 O.C.C. NG Sales Rep . . . . . . . . . . . . . . . . . . . . . 88 Particle Beam Weapons Start . . . . . . . . . . . . . . . . .201 Plasma Weapons Start . . . . . . . . . . . . . . . . . . . . 203 Plexiglass Windows (see Megabot) . . . . . . . . . . . . . 158 Rail Guns, Start . . . . . . . . . . . . . . . . . . . . . . . .209 Rail Gun Howitzer . . . . . . . . . . . . . . . . . . . . . .143 Rail Gun Special Ammo (see Gunwolf) . . . . . . . . . . .132 Rail Gun, Variable Bore . . . . . . . . . . . . . . . . . . .173 Robot Rifles (see Super Max) . . . . . . . . . . . . . . . . 178 Robots, start . . . . . . . . . . . . . . . . . . . . . . . . . 100 Robots, Standard Features . . . . . . . . . . . . . . . . . .100 Scissor Launchers . . . . . . . . . . . . . . . . . . . . . . 155 Shield (see Blocker Shield) . . . . . . . . . . . . . . . . . .120 Solar Robot (see Sunfire) . . . . . . . . . . . . . . . . . . .171 Special Rapid-Fire Strafing Burst . . . . . . . . . . . . . . 114 Strafing Burst . . . . . . . . . . . . . . . . . . . . . . . . .114 Tactical Cameras (see Megabot) . . . . . . . . . . . . . . .160 Task Force X . . . . . . . . . . . . . . . . . . . . . . . . . 60 Three-D Camera & Holographic Projector . . . . . . . . . .140 Thunder Cannon (see Thundercaster) . . . . . . . . . . . . 182 Tranquilizer Pistol (new) . . . . . . . . . . . . . . . . . . .204 Tranquilizer Rifle (new) . . . . . . . . . . . . . . . . . . . 205 Tugboats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Variable Projectile Cannon (see Thundercaster) . . . . . . .182 Vibro-Blades . . . . . . . . . . . . . . . . . . . . . . . . .218 Wolf’s Head Weapon Platform . . . . . . . . . . . . . . . .133


222


223 Robots: An Alphabetical Listing Beachmaster Amphibious Combat Robot . . . . . . . . . . 103 Behemoth Explorer . . . . . . . . . . . . . . . . . . . . . .106 Behemoth Super-Explorer . . . . . . . . . . . . . . . . . .107 Bigfoot Combat Robot . . . . . . . . . . . . . . . . . . . .112 Bison Combat Robot . . . . . . . . . . . . . . . . . . . . .116 Blocker Combat Robot . . . . . . . . . . . . . . . . . . . .118 Bruiser Combat Robot . . . . . . . . . . . . . . . . . . . .120 Buffalo Combat Robot . . . . . . . . . . . . . . . . . . . .123 Bulldog Combat Robot . . . . . . . . . . . . . . . . . . . .124 Grizzly Combat Robot . . . . . . . . . . . . . . . . . . . .134 Gunbot Combat Robot . . . . . . . . . . . . . . . . . . . .126 Gunwolf Combat Robot . . . . . . . . . . . . . . . . . . . 129 Hunter Mobile Gun NG-V7 ‘Original’ . . . . . . . . . . . .141 Hunter Mobile Gun NG-V7, Block IV . . . . . . . . . . . .143 Megabot NG-M57-2N1 (Multibot reboot) . . . . . . . . . .156 Mini-Mobile Medical Robot ‘Junior’ . . . . . . . . . . . . 152 Mobile Medical Robot ‘Big Papa’ . . . . . . . . . . . . . .147 Multibot NG-M56 ‘Original’ . . . . . . . . . . . . . . . . .154 Ogre EXC-17 Explorer & Construction . . . . . . . . . . .160 Okemos Explorer . . . . . . . . . . . . . . . . . . . . . . .163 Scorpion Battler . . . . . . . . . . . . . . . . . . . . . . . 167 Sunfire Combat Robot . . . . . . . . . . . . . . . . . . . . 171 Super Labor Robot ‘Original’ . . . . . . . . . . . . . . . . 174 Super Max Combat Robot . . . . . . . . . . . . . . . . . .175 Thundercaster Combat Robot . . . . . . . . . . . . . . . . 180 Viking Combat Robot . . . . . . . . . . . . . . . . . . . . 184 Volcano Combat Robot . . . . . . . . . . . . . . . . . . . .187


224 Also from Palladium Books® The following titles all tie in with Rifts® Northern Gun One and Two. Rifts® Merc Ops™ ! NG, Wilk’s, Wellington and other weapons and gear. ! Techno-Wizard weapons and devices. ! Top Ten Most Wanted, adventure ideas & more. ! 160 pages. Written by Nowak, Bellaire and Siembieda. Available now. Rifts® Black Market ! Everything you need to know about the Black Market. ! Black Market leaders, dozens of weapons, armor, and more. ! Smuggling robots, traveling shows, and much more. ! 10 Black Market criminal O.C.C.s. ! 5 Black Market Factions, plus all kinds of new weapons & gear. ! Traveling shows, circuses, freak shows and more. ! 192 pages. Written by Clements, Bellaire and Siembieda. Available now. Rifts® Xiticix Invasion™ ! Everything you need to know about the Xiticix, their powers and culture. ! 10 different Xiticix, their Queen, hierarchy, weapons & hives. ! Psi-Stalker tribes and their war with the Xiticix. ! CS operations in Xiticix territory. ! 160 pages. Written by Kevin Siembieda. Available now. Rifts® Canada ! An overview of Canada and key places. Fadetowns included. ! 18 D-Bees and monsters of Canada plus demons and spirits. ! 5 different Headhunter O.C.C.s. Cold weather rules. ! The Inuit Shaman O.C.C., maps and much more. ! 192 pages. Written by Kevin Siembieda. Available now. Rifts® World Book 34: Northern Gun™ Two More information about the weapons, vehicles and practices of Northern Gun, including the new rage of robot gladiatorial combat. ! NG robot haulers and drones. ! NG power armor suits; an expansive range. ! NG body armor; an expansive range. ! NG bionics, cybernetic services and other equipment. ! NG hovercycles, land vehicles and combat vehicles. ! NG jet packs and aircraft. ! NG boats, ships and submarines. ! NG Robot Gladiatorial Arena. ! Robot Gladiator O.C.C. and robot gladiators. ! Pirates and more. ! Written by Matthew Clements and Kevin Siembieda. ! Interior Artwork by Chuck Walton, Nick Bradshaw, and others. ! Wraparound cover by John Zeleznik. ! 192 pages – Cat. No. 888. Coming soon. Rifts® Coalition Navy™ Sourcebook ! CS naval power armor, warships, aircraft & weapons. ! Pirate, Privateer and Merchant Marine O.C.C.s. ! CS Naval O.C.C.s like the Commando and CS Sea Dog. ! 10 monsters of the Great Lakes and other dangers. ! TW weapons, locations, adventure ideas, more. ! 128 pages. Written by Patrick Nowak. Available now. Rifts® Mercenaries ! O.C.C.s include Smuggler, Forger, Spies, Bounty Hunter & more. ! Naruni, Wellington, and Golden Age Weaponsmiths weapons & gear. ! Merc Companies, company creation rules & much more. ! Iron Heart and other weapons and gear. ! 160 pages. Written by Carella and Siembieda. Available now. Rifts® MercTown™ ! Entire MercTown mapped and described. ! 204 key locations. Each a potential catalyst for adventure. ! Merc companies, gangs, and many characters. ! 160 pages. Written by Pat Novak and Siembieda. Available now. One game system – an endless Megaverse® of adventure™ Palladium products found in game stores everywhere www.palladiumbooks.com


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